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How risky are you on deepstriking.


Razormind

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I run with Fateweaver, and to really take advantage of the reroll on saves I have to deepstrike close to take advantage fast. Also, I tend to be very aggressive with my deepstriking and for the most part it pays off. the other day though, I lost my GUO on the deepstrike, OUCH!

 

How about you other Daemon players, do you guys play risky or deepstrike safe. I do use Icons, but they dont seem to be around to often where I need them.

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Daemons are a big gamble from the get go. You gamble on everything from which half of the force you deploy to where you get to put them.

 

Maybe I am out of my mind, but Daemons are my "fun only" army and as such, I have no qualms about dropping them where angels fear to tread, provided I get a strategic advantage. If that means where they could scatter into terrain or off the table, whatever!

 

I have lost a very extensive DP of Nurgle by him falling 1" off the table and while it sucks, it is just for fun....

as Rackham said, daemons are a hellaciously random army.

 

Just bear in mind the odds with deepstriking:

33% chance to land a 'hit' on the deep-strike scatter dice. (2 of 6 facings are 'hits')

Average scatter on 2d6 is 7".

Direction is hard to predict, to be honest.

You get a d6 Run Move when down. (unless you're horrors, and only then if you're not near blast/template weapons.)

 

Beyond that, just think about what your unit size is, and the Deep Strike footprint (based on how you have to arrange them. Note that Soul Grinders and Bloodcrushers have a massive one. If you're not sure what it is, just set 'em up in front of you and get a good loo at it.)

  • 2 weeks later...
So I was playing against TAU, and he deepstruck 3 crisis suits with TL flamers right next to a 250 point unit of Berserkers. Totally wiped them out. He took a big gamble by deepstriking in that position, but he did roll a hit. It was lights out for those guys. I guess my point is, sometimes you have to take a chance, cause it can really make your game go your way.

I can second this. You're taking a risk playing such an unpredictable army, and the main thing about a daemon force is cramming your entire force down an enemy's throat before they can react effectively. I recently played a 1,000 pt game against Tau as well, and here's how things went down:

 

He put out his force, a Hammerhead tank or whatever they're called, and a Devilfish w/ 12 Fire Warriors in it right next to each other. 6 Stealth Suits infiltrated in a building. He also had 3 or 4 Crisis Suits that were to DS into combat. First turn I got lucky and my predicted force arrived. I dropped my Soulgrinder right away, armed with Tongue, in front of the two tanks and immediately attacked the Devilfish, rolled a 6 and fried his entire squad. DS'd a unit of Bloodletters and a unit of Plaguebearers near his Stealth Suits to distract them.

 

His turn went without event, he attempted to shoot my Soulgrinder but couldn't manage anything meaningful. Shot into my Plaguebearer squad with his Stealth Suits and jetpacked off the building to escape, which worked into my plan well. My next turn I DS'd my Great Unclean One and Daemon Prince of Nurgle right next to the Stealth Suits and slagged 'em with Breath of Chaos thanks to the DP. Soulgrinder hit the Hammerhead, rolled a 5 and destroyed it. Cleared his entire army in 1 and 1/2 turns, he said he couldn't get his Crisis Suits on the board due to having nothing on the table or whatever. Not that it mattered.

 

The morale of this story is you need to take big risks with daemons. I could have been more conservative and attempted to place my Soulgrinder out of sight, but in taking that chance, I pretty much sealed his fate and shocked the hell out of him. People just don't expect a daemon army, and it's hard to make up a solid tactic around defeating them since they can be anywhere at anytime. Use it to your advantage!

Second Malachi.

 

Closer you deep-strike to the enemy, the less time he gets to shoot you to pieces. Since most of our troops need cover to get a 4+ save, go ahead and risk terrain rolls. You still get invulnerable saves against Dangerous Terrain wounds, and honestly I'd rather eat a wound from that and get a cover save than sit around with a 5+ save and a 'shoot me' sign.

 

One thing @ Duskraider

You're not cramming your entire army down the enemy's throat.

 

You're throwing half at him, then reserving in the rest. We don't get a 1-2 punch, or even a sucker punch. we get a swing, then wait for the rest of the army to come in. Kind of throws off a lot of our planning, but the best I can add to this that's pertinent to the deep-strike discussion is 'bring multiples.'

 

Lose someone on the deep strike, or need someone THERE right now? Bring a couple. Build redundancy into your list as much as possible.

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